From 65977c2d0c805a5c0fed53fce517524108eb9bd4 Mon Sep 17 00:00:00 2001 From: Randy Heit Date: Sun, 24 Apr 2011 17:05:50 +0000 Subject: [PATCH] - Restore the original Doom algorithm for calculating xtoviewangle[] for the inner 90 degrees of the field of vision, since it reduces the chances of duplicate sky columns output next to each other compared to a straight tangent-to-angle calculation. SVN r3189 (trunk) --- src/r_main.cpp | 59 ++++++++++++++++++++++++++++++++++++++++---------- 1 file changed, 48 insertions(+), 11 deletions(-) diff --git a/src/r_main.cpp b/src/r_main.cpp index fd7aa8342b..9e3a23a026 100644 --- a/src/r_main.cpp +++ b/src/r_main.cpp @@ -425,6 +425,31 @@ void R_InitTables (void) memcpy (&finesine[FINEANGLES], &finesine[0], sizeof(angle_t)*FINEANGLES/4); } +//========================================================================== +// +// viewangletox +// +// Used solely for construction the xtoviewangle table. +// +//========================================================================== + +static inline int viewangletox(int i) +{ + if (finetangent[i] > FRACUNIT*2) + { + return -1; + } + else if (finetangent[i] < -FRACUNIT*2) + { + return viewwidth+1; + } + else + { + int t = FixedMul(finetangent[i], FocalLengthX); + t = (centerxfrac - t + FRACUNIT-1) >> FRACBITS; + return clamp(t, -1, viewwidth+1); + } +} //========================================================================== // @@ -434,8 +459,7 @@ void R_InitTables (void) void R_InitTextureMapping () { - int i; - fixed_t slope; + int i, x; int fov = FieldOfView; // For widescreen displays, increase the FOV so that the middle part of the @@ -464,24 +488,37 @@ void R_InitTextureMapping () // This is 1/FocalTangent before the widescreen extension of FOV. viewingrangerecip = DivScale32(1, finetangent[FINEANGLES/4+(FieldOfView/2)]); - // Now generate xtoviewangle for sky texture mapping. // [RH] Do not generate viewangletox, because texture mapping is no // longer done with trig, so it's not needed. - const int t = MIN ((FocalLengthX >> FRACBITS) + centerx, viewwidth); - const fixed_t slopestep = hitan / centerx; + + // Now generate xtoviewangle for sky texture mapping. + // We do this with a hybrid approach: The center 90 degree span is + // constructed as per the original code: + // Scan xtoviewangle to find the smallest view angle that maps to x. + // (viewangletox is sorted in non-increasing order.) + // This reduces the chances of "doubling-up" of texture columns in + // the drawn sky texture. + // The remaining arcs are done with tantoangle instead. + + const int t1 = MAX(centerx - (FocalLengthX >> FRACBITS), 0); + const int t2 = MIN(centerx + (FocalLengthX >> FRACBITS), viewwidth); const fixed_t dfocus = FocalLengthX >> DBITS; - for (i = centerx, slope = 0; i <= t; i++, slope += slopestep) + for (i = 0, x = t2; x >= t1; --x) { - xtoviewangle[i] = (angle_t)-(signed)tantoangle[slope >> DBITS]; + while(viewangletox(i) > x) + { + ++i; + } + xtoviewangle[x] = (i << ANGLETOFINESHIFT) - ANGLE_90; } - for (; i <= viewwidth; i++) + for (x = t2 + 1; x <= viewwidth; ++x) { - xtoviewangle[i] = ANG270+tantoangle[dfocus / (i - centerx)]; + xtoviewangle[x] = ANGLE_270 + tantoangle[dfocus / (x - centerx)]; } - for (i = 0; i < centerx; i++) + for (x = 0; x < t1; ++x) { - xtoviewangle[i] = (angle_t)(-(signed)xtoviewangle[viewwidth-i]); + xtoviewangle[x] = (angle_t)(-(signed)xtoviewangle[viewwidth - x]); } }